Publication:
The Use of Augmented Reality in a Gamified CLIL Lesson and Students' Achievements and Attitudes: A Quasi-Experimental Study

dc.authorscopusid57959327700
dc.authorscopusid57112268500
dc.authorwosidÇelik, Ferdi/Hhm-7933-2022
dc.contributor.authorCelik, Ferdi
dc.contributor.authorErsanli, Ceylan Yangin
dc.contributor.authorIDÇelik, Ferdi/0000-0001-8272-4720
dc.date.accessioned2025-12-11T00:53:53Z
dc.date.issued2022
dc.departmentOndokuz Mayıs Üniversitesien_US
dc.department-temp[Celik, Ferdi; Ersanli, Ceylan Yangin] Ondokuz Mayis Univ, Samsun, Turkeyen_US
dc.descriptionÇelik, Ferdi/0000-0001-8272-4720en_US
dc.description.abstractThe advancement of technology has provided new avenues for English language teachers to assist students in improving their language learning processes. Augmented reality is an emerging technology that can implement virtual objects into the physical learning environment. This quantitative study aimed to determine the impact of employing augmented reality in a CLIL lesson. The study also looks at EFL learners' attitudes about the use of AR. For this purpose, 76 high school students (38 males and 38 females) have taken part in this study. The results showed that using an AR-based mobile application improved the language achievements of the learners. The learners who used AR have gathered better results in the CLIL lesson. Additionally, the learners had positive attitudes towards the use of augmented reality. They found it satisfying and engaging and were willing to use it in the future again. Based on the study findings, EFL teachers are encouraged to use AR in their classes to teach both content and the language.en_US
dc.description.woscitationindexEmerging Sources Citation Index
dc.identifier.doi10.1186/s40561-022-00211-z
dc.identifier.issn2196-7091
dc.identifier.issue1en_US
dc.identifier.scopus2-s2.0-85141621996
dc.identifier.scopusqualityQ1
dc.identifier.urihttps://doi.org/10.1186/s40561-022-00211-z
dc.identifier.urihttps://hdl.handle.net/20.500.12712/40083
dc.identifier.volume9en_US
dc.identifier.wosWOS:000880321400001
dc.language.isoenen_US
dc.publisherSpringer Heidelbergen_US
dc.relation.ispartofSmart Learning Environmentsen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectMetaverseen_US
dc.subjectAugmented Realityen_US
dc.subjectCLILen_US
dc.subjectGamificationen_US
dc.subjectAttitudesen_US
dc.titleThe Use of Augmented Reality in a Gamified CLIL Lesson and Students' Achievements and Attitudes: A Quasi-Experimental Studyen_US
dc.typeArticleen_US
dspace.entity.typePublication

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